I am filling the range of the weapon like ST * 1.5 for example, but when I put it in the character the ST * 1.5 appears, am I doing something wrong?
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I am filling the range of the weapon like ST * 1.5 for example, but when I put it in the character the ST * 1.5 appears, am I doing something wrong?
This bug has been fixed in this new update.
GURPS 4E Core Ruleset
Download latest release from here: https://bit.ly/GURPS4ECore
(Updated: 23th Mar 2020)
- Fixed: Bug with range calculation for muscle powered ranged weapons.
Thanks for the correction, with each passing day I am more convinced that waiting for what Ronnke and the team do in the GURPS Ruleset is always worth it!
Ronnke, your work is amazing as always :)
I wanted to ask: is there some way I can specify multiple damage modes for a melee weapon such that dragging&dropping it in a character sheet will add all the modalities (e.g. a staff can be used by thrusting or swinging it).
I'm sorry if this is a repeated question but this thread is starting to become a bit difficult to navigate ^^"
If I'm not mistaken if you use the pipe key (|) you get this
Example: sw + 2 cut | thr + 3 imp.
When you add the item to the character and equip it (armor symbol in the inventory) you will see that in the combat tab there will be 2 attack modes.
One thing I did, as a test, was to create an item, set the price, weight, legality, so I defined it as melee, filled in the fields, changed it to ranged, defined the fields changed to melee, ranged and locked when I switched to the character I had both ways to attack, I removed the item from the party sheet, changed the strength and damage and put the item on the character again and the damage and range changed!
I know that the pipe symbol is used to separate the attack modes, but I would like to know if there is any symbology that determines that the attack mode is from a distance, I ask this, due to melee weapons that are throwable, I know that there is a melee mode, ranged which is a mode that defines the weapon in both modes, but even so, it doesn’t reflect the damage ...
Hey there. First, amazing work, we've been enjoying the .pak since last year here and there. Great work.
I'd like to report the encumbrance showing "overloaded" when importing characters from GCS, which doesn't seem to appear when importing a character form GCA.
I've looked into the .xml, tried different combinations (I suspected containers, such as a backpack, to not work, but that isn't it), I tried entering gear by hand. It turns out "overloaded" after a few manipulations or right after an import. The total gear weight shows properly but all encumbrance are checked off and the encumbrance level is set to "overloaded".
The only difference I can see so far is GCS equipment is tagged as "equipped" and GCA equipment as "carried" by default, but if I change the status to carried it still show up as overloaded.
If I compared both .xml, could it be that GCS version have a single-digit object ID (GCA has five digits)? No clues.
Maybe I'm doing something wrong.
Best wishes!
Thanks! The best thing to do is send me, either here or via discord (Ronnke#9634), the db.xml file from your FG campaign folder and the name of the character causing the issue. However, if you are getting overloaded, regardless of how you equip inventory, then I suspect the values you have set for the characters encumbrance weight thresholds is wrong.
BTW, I love the GURPS content you have on your YouTube channel. Very Nice.
https://www.fantasygrounds.com/forum...3&d=1585109120
Attachment 32523
I've found the issue. The GCS export adds "lb" to the end of the encumbrance weights on the main tab of the character sheet. Remove the "lb" and everything will work. I've made a change within the ruleset itself to factor in this consideration for character imported from GCS. I will upload this soon.
https://www.fantasygrounds.com/forum...1&d=1585198116
Attachment 32571
Ronnke do you know if the function of determining the value and unit plus the distance modifier of a map will work again or will it be depreciated?
I also noticed that moving with the directional arrows or even using the numeric keypad is something that is never so accurate, so I would like to know if this is related to CoreRPG or GURPS? And yes I am referring to the use of the ruleset at FGU.
It still works in Classic, but it will work again in FGU at some point. I am waiting to see how the devs implement map scales for FGU. When that will release is completely in the hands of the devs, but when it does then I will adapt it to GURPS.
Easiest way to test is open up a CoreRPG campaign to see if the issue still exists. If it does, then it's a CoreRPG problem. If it doesn't, then it's a GURPS problem.
I Will try, test movement in hexagon grid at core..thanks
Awesome! You rock.
Also, thanks for the shout out. :)
I have uploaded a new ruleset release.
GURPS 4E Core Ruleset
Download latest release from here: https://bit.ly/GURPS4ECore
(Updated: 26th Mar 2020)
- Fixed issue related to characters imported from GCS, where Encumbrance Level was always overloaded.
I performed the tests using the hexagonal grid (vertical and horizontal) using CoreRPG without any extension and verified the following:
In the vertical hexagons the movement with the up and down directional arrow happens normally, as well as with the numeric keypad with the keys 8 and 2, however the diagonal movements do not move the right touch, to be able to carry out the movements of this type I need to move with the mouse.
In the horizontal hexagons the movement with the directional arrow left and right happens normally, as well as with the numeric keypad with the keys 4 and 6, however the diagonal movements do not move the right token, to be able to carry out the movements of this type I need to move with the mouse.
So I come to the conclusion that the movement problem is not something from the GURPS Ruleset, but from the CoreRPG Ruleset.
YOu wanted some suggestion on what to add. And well, ad a group reaction roll button on the party sheet...
Also some of the string fields in Unity is not working as they are in classic. For example the description field in Traits and Abilties, when i have a text in there, and want to highlight or fatten some text up with either italics or bold. You mark the word. And when you try to get the meny up it removes the "hightlight" before opening the meny.
/H
deleted.
If you use the Mod Maker program it creates these for you along with the complete modes needed behind the scenes. Eventually there will be more fields to modify directly inside FG but the form (window) for Items doesn't show everything yet and will require some redesign to handle this.
But to answer your question yes, sort of...
Take a thrown knife as an example. To build it for Melee and Ranged you want to create the type as "Melee Weapon, Ranged Weapon" because it is both. This opens up the ranged fields needed.
Do something like the following:
Damage = sw-2 cut|thr imp|thr imp <-- that is melee|melee|ranged
Reach = C, 1|1
Range (this is the tricky one) = 0/0|0/0|ST*0.8/ST*1.5 <--- this says it is a ranged weapon but the first two attacks 0/0 and 0/0 get matched up with the first two melee entries in the Damage field. The ST*0.8/ST*1.5 are half & max range & apply to the ranged mode.
Rate of Fire = 1
Shots = T(1)
So that creates both Melee and Ranged attack mode however it also creates all three modes in Melee and Ranged so you would then need to delete the extra melee attack created on the Melee combat tabs AND on the Ranged combat tab also remove the two attacks that only belong to the Melee combat tab.
If I feel skippy in the middle of the night I might dig into this and see what can be done to make that work better. If Ronnke doesn't beat me to it of course. But I've been working on adding Vehicles and Animals to the Mod Maker and so far so good.
This is an issue with the CoreRPG/FGU. I can't see any depreciated functionality listed, so I only assume it has yet to be implemented/fixed for Unity. The workaround is to highlight the text and press Ctrl+I to set the text Italic, Ctrl+B to set Bold, and Ctrl+U to underline.
The only function that not work in charactersheet skill/adv/dis/quirk/perk "notes" is the heading.
Here is a screenshot of what I refery, ie just the type of paragraph - heading that will not.
Attachment 32675
Is anyone else having anything wonky with the Combat Tracker in FGC? If I add PCs, their combat abilities don't show up (though their defenses do), but NPCs still show everything. Actual issue, or lack of sleep? :)
Attachment 32918
Oh, and since I'm here and thinking of it -- the current FG GURPS Effects are informational only, right? Like an effect of "Shock -3" is just there as a reminder to ignore the chat roll and manually adjust, it doesn't apply modiers to the roll.
Thanks!
I believe this is intended behavior in that the players will control their rolls, but for the NPCs you'll do it from the CT.
Now for the case when a player is not present, i have an NPC version of their character to use in the CT, of just roll from the character sheet.
This is correct. To save cluttering up the combat tracker, PC weapons and attacks are removed, since PCs would be making these rolls. If the GM needs to make a roll off a PC character sheet, then open up the PC sheet and roll or do something like Seycyrus suggested.
One of the things that the "party sheet" do in F20 rulesets is that they make the Player Characters' Characteristics gathered there. So the Game Master can, with a few clicks, roll one Skill, or Stat for all the PCs.
I am not sure how that would translate to GURPS. Since all Characters in GURPS have different Abilities, it could get kind of cluttered real fast.
/H
To work these rolls made by the GM, first you would have to have the ability to have a pre-defined level and then how to search for skills that the GM can scroll through the character in secret, so I don't know how when he inserted the characters on the party sheet he would look for each a skill and if you have rolls with her level, if you don’t have rolls at a pre-defined level, another thing you would need would be a checkbox to determine who is participating in this test ... and one thing I would put on the party sheet is the tab to distribute XP
I have now played 2 sessions (if short ones) using FGU, the GURPS ruleset with 3 players. And overall it worked fine. Though when sharing a picture/map and trying to make it visible to a late arrival, there was no "update" option. If i had shared a map/picture and one of my players arrived late, i could not share it again to get him to view it too. I had to unshare it first, and then share it again. I am not sure if this is a FGU general thing, or a GURPS specifik thing.
Also, having some kind of grouping of the modifiers in the modifiers window would make them easier to find, and would make the describing string shorter (which is good when they are represented in the roll).
/H
Are there any explanations to fields? I am bit confused as GURPS GM where to type and what information.